ShaderLab Unity

Open-source ShaderLab projects categorized as Unity | Edit details

Top 23 ShaderLab Unity Projects

  • GitHub repo TestbedHDRP

    Testbed project for Unity HDRP (High Definition Render Pipeline)

    Project mention: I released my first Grass Shader on the Unity asset store! | reddit.com/r/Unity3D | 2021-04-07

    Read these custom hdrp shaders made by keijiro: https://github.com/keijiro/TestbedHDRP

  • GitHub repo UnityURPUnlitScreenSpaceDecalShader

    Unity unlit screen space decal shader for URP. Just create a new material using this shader, then assign it to a new unity cube GameObject = DONE, now you have unlit decal working in URP

    Project mention: After suggestion from other devs, update the aiming helpers with screen space decals in URP. What do you think? The red stripes are shown when the pitch/roll angles are wrong. The blue circle is the predicted touch site. | reddit.com/r/Unity3D | 2021-04-13

    I have to use Screen Space Decals from NiloCat (link).

  • Scout APM

    Scout APM: A developer's best friend. Try free for 14-days. Scout APM uses tracing logic that ties bottlenecks to source code so you know the exact line of code causing performance issues and can get back to building a great product faster.

  • GitHub repo UnityFurShader

    🐈 Fur shader for Unity.

    Project mention: Good Fur Shader? | reddit.com/r/VRchat | 2021-07-17

    Sorumi's Unity Fur Shader [ Free | Github ] - An older fur shader with very few customization options.

  • GitHub repo polygon-wind

    Wind shader for low poly assets in Unity.

    Project mention: Low poly tree sway shader | reddit.com/r/gamedev | 2021-05-04

    Look around for vertex shaders. This one https://github.com/RenanBomtempo/polygon-wind might be up your alley.

  • GitHub repo unity-sdf-generator

    A Unity tool to generate signed distance field volumes (as Texture3D assets) from meshes.

    Project mention: Procedural mesh with distance fields? | reddit.com/r/unrealengine | 2021-06-03

    you can try generating them in a compute shader. here is an example i found made for unity https://github.com/danielshervheim/unity-sdf-generator

  • GitHub repo ai-series-part-27

    In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.

    Project mention: Make Your NavMeshAgents Surround Their Target Better With This Simple Surrounding Algorithm | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-09-07

    As always, full project code is available on GitHub!

  • GitHub repo UnityResourceGenerator

    Automatically generate helper functions for Unity resources

    Project mention: Automatically generate helper class for Resources.Load | reddit.com/r/Unity3D | 2021-10-15

    Repo: https://github.com/AutSoft/UnityResourceGenerator Documentation: https://autsoft.github.io/UnityResourceGenerator/

  • Nanos

    Run Linux Software Faster and Safer than Linux with Unikernels.

  • GitHub repo bullet-impacts

    In this tutorial you will learn how to create a basic RigidBody Bullet that on impact, will have a particle system play at the impact location based on the material of the object the bullet collides with.

    Project mention: How to Make Bullet Impact Effects Based on the Material of the Object Hit | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-08-17

    As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-12

    Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.

    Project mention: Drawing Informational Text and Lines in the Scene View | Editor Script Used in AI Series Part 12 | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-04-30

    As always, full project code from AI Series Part 12, including this editor script is available on GitHub!

  • GitHub repo ai-series-part-30

    In this tutorial repository you will learn how to make NavMeshes with Moving and Rotating Platforms that are traversable by NavMeshAgents. This is officially unsupported and comes with some limitations on how it can work.

    Project mention: Yes You CAN Have Moving AND Rotating NavMesh Platforms Using the Unity Navigation System! AI Series Part 30 | Full Tutorial in Comments | reddit.com/r/unity | 2021-10-06

    As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-13

    Project used in the AI Series Part 13 Unity Tutorial

    Project mention: Procedural Level and NavMesh Generation | AI Series Part 13 | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-05-04

    As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-29

    Learn how to make NavMeshAgents find valid cover spots from another target object.

    Project mention: Need your NavMeshAgents to "Hide" or "Take Cover" From Other Objects? Look No Further! AI Series Part 29 | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-09-21

    As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-32

    Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!

    Project mention: Characters avoiding each other on a grid | reddit.com/r/gamedev | 2021-11-05

    Unity has a navmesh, I think it is what rimworld uses. https://youtu.be/dHYcio6fRI4

  • GitHub repo unity-color-palettes

    A system to keep UnityEngine.Graphic colors consistent throughout a project.

    Project mention: How would you make a dark/light theme option for UI? | reddit.com/r/Unity3D | 2021-11-15

    Gonna shamelessly plug my own package unity-color-palettes I wrote to handle precisely this issue!

  • GitHub repo ai-series-part-3

    Full project of the end state of the AI Series Part 3 video where we add basic animations to our NavMeshAgents

    Project mention: Adding Animations to NavMeshAgents | AI Series Part 3 | Full Tutorial in comments! | reddit.com/r/Unity3D | 2021-02-23

    As always, all code from this tutorial is available on GitHub: https://github.com/llamacademy/ai-series-part-3 This project is the **END STATE** of this tutorial. You can follow along by opening the PREVIOUS project (https://github.com/llamacademy/ai-series-part-2)

  • GitHub repo ai-series-part-2

    Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks

  • GitHub repo ai-series-part-8

    Full project of the end state of the AI Series Part 8 video where we dive deeper into bullet mechanics by adding homing bullets and noise to the path they take

    Project mention: This week's tutorial adds homing bullets to the ranged AI, including random noise and a position curve. See full tutorial in comments | reddit.com/r/Unity3D | 2021-03-31

    As always, full project code is available on GitHub

  • GitHub repo ai-series-part-9

    Full project of the end state of the AI Series Part 9 video where we dive deeper into ScriptableObjects and change to a Data-Oriented Design from our prefab-focused design.

    Project mention: Configure Enemy Attacks with ScriptableObjects to Reduce Prefab Count and Increase Enemy Diversity | AI Series Part 9 | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-04-06

    Hey all! Happy #TutorialTuesday! This week we're revisiting ScriptableObjects. Now that we have more variety on how our enemies can attack, we'll be creating an Attack Configuration ScriptableObject that will configure what was implemented last week with the homing projectiles. This moves more to a data-oriented design which is easier to maintain over the prefab-oriented design. As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-10

    Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!

    Project mention: Creating a Flying NavMeshAgent! | AI Series Part 10 | Unity Tutorial | reddit.com/r/unity_tutorials | 2021-04-13

    As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-11

    Project for the tutorial on how to implement basic finite state machines for your AI in Unity.

    Project mention: Upgrading "Always Follow" AI to a State Machine with Idle, Patrol, and Chase States (Including ScriptableObject configuration!) | AI Series Part 11 | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-04-20

    As always, full project code is available on GitHub!

  • GitHub repo foliage-shader

    Unity surface shader for leaves/pine needles (on alpha cutout textures)

    Project mention: Foliage shader using alpha cutout offset hack for light transmission (not animated) | reddit.com/r/Unity3D | 2021-04-26
  • GitHub repo bullet-trails

    In this tutorial you will learn how to create trails on bullets using a TrailRenderer that can be configured on a bullet-prefab level

    Project mention: How to Implement Bullet Trails With TrailRenderer Configurable via ScriptableObjects | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-06-29

    As always, full project code is available on GitHub!

  • GitHub repo ai-series-part-25

    In this tutorial repository, I demonstrate how NavMeshModifiers and NavMeshModifierVolumes work with Cost Modifiers to control NavMeshAgent pathing. I also implement a simple script to slow down NavMeshAgents when they enter a more costly zone.

    Project mention: Make NavMeshAgents Generally Avoid Areas With NavMeshModifiers and NavMeshModifierVolumes! Plus - Slowing Agents in Costly Areas | AI Series Part 25 | Full Tutorial in Comments | reddit.com/r/unity_tutorials | 2021-08-10

    As always, full project code is available on GitHub!

NOTE: The open source projects on this list are ordered by number of github stars. The number of mentions indicates repo mentiontions in the last 12 Months or since we started tracking (Dec 2020). The latest post mention was on 2021-11-15.

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